Download Games - Italy

  • Italy
  • Revenue in the Download Games market is projected to reach US$0.38bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.06%, resulting in a projected market volume of US$0.51bn by 2029.
  • In the Download Games market, the number of users is expected to amount to 10.1m users by 2029.
  • User penetration will be 16.8% in 2024 and is expected to hit 17.4% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to US$39.00 in 2024.

Key regions: Japan, France, Asia, United Kingdom, India

 
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Analyst Opinion

The Download Games market in Italy has seen significant growth in recent years, driven by changing customer preferences and the increasing availability of high-speed internet connections.

Customer preferences:
Italian consumers have increasingly embraced digital distribution platforms for their gaming needs, preferring the convenience and instant access to a wide range of games. This shift in preference has been fueled by the rise of smartphones and tablets, which have made gaming more accessible to a larger audience. In addition, the popularity of multiplayer online games has also contributed to the growth of the Download Games market in Italy, as players can easily connect and play with friends and other gamers around the world.

Trends in the market:
One of the key trends in the Download Games market in Italy is the increasing popularity of free-to-play games. These games are often supported by in-app purchases or advertisements, allowing players to enjoy the game without having to pay upfront. This model has proven to be successful, as it attracts a larger player base and encourages players to spend money on virtual items or additional features within the game. As a result, game developers and publishers have been focusing on developing free-to-play games to capitalize on this trend. Another trend in the market is the rise of mobile gaming. With the widespread adoption of smartphones and tablets, more and more Italians are turning to mobile devices for their gaming needs. Mobile games are often easy to pick up and play, making them ideal for casual gamers. This has led to a surge in the number of mobile game downloads, with a wide variety of genres available to cater to different preferences.

Local special circumstances:
Italy has a strong gaming culture, with a large and passionate community of gamers. This has created a favorable environment for the growth of the Download Games market in the country. The Italian gaming community is known for its enthusiasm and engagement, which has contributed to the success of many games in the market.

Underlying macroeconomic factors:
The growth of the Download Games market in Italy can also be attributed to the country's improving economic conditions. As the Italian economy continues to recover from the financial crisis, consumers have more disposable income to spend on leisure activities, including gaming. This has resulted in increased spending on digital games, driving the growth of the market. In conclusion, the Download Games market in Italy has experienced significant growth in recent years, driven by changing customer preferences, the rise of free-to-play games, the popularity of mobile gaming, and the improving economic conditions in the country. These trends and factors are expected to continue driving the growth of the market in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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